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Ark Nova Rules and Scoring | How to Win More

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By Spector

I'm a dad who fell back in love with board games so I could play them with my two kids, and now I share honest, parent-first reviews of what we love. I'm not on social media, I quit it a long time ago.

calendar_today Updated September 24, 2026
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The Quick Answer

Ark Nova is a 1 to 4 player zoo builder for ages 14 and up, 90 to 150 minutes. The five action cards, the break, and the target number that decides the win.

Ark Nova is a 1 to 4 player zoo building game for ages 14 and up that runs 90 to 150 minutes, and there is no Australian board in it. You win by pushing your Appeal counter and your Conservation counter until they cross, then scoring your Appeal against a target number read off the Conservation track.

I am Spector, a dad to Alex, 7, and Emma, 10. Ark Nova is the game on our shelf I am most proud of owning and least likely to hand to a child, and both of those things are true at the same time. It is a beautiful, brutal, deeply thoughtful game about building a modern zoo, and the gap between those two facts is the whole reason this page exists.

Start with the correction, because you may have arrived here from somewhere that told you otherwise.

There Is No Australian Board In Ark Nova

Capstone Games has never released an Australia, Outback, or Oceania zoo map, and neither has the original German publisher, Feuerland Spiele. The old version of this page described a board full of mountains and tight building corridors in the Australian Outback, told you it was an official map, and told you it came in the Marine Worlds expansion. None of that is true. I checked the publisher’s own product line, the official rulebook, and both official map pack rulebooks, and there is nothing to find.

Here is the complete printed map roster for the whole game line, which is the fastest way to see the gap. The base game ships eight player mats: four copies of Map A, which the rulebook recommends for a first game because it gives you a starting advantage, four copies of Map 0, which is the harder stepping stone, and Maps 1 to 8 printed on the reverse of all eight mats for advanced play. Those eight advanced maps are Observation Tower, Outdoor Areas, Silver Lake, Commercial Harbor, Park Restaurant, Research Institute, Ice Cream Parlors, and Hollywood Hills. Then Zoo Map Pack 1 added Map 9, Geographical Zoo, and Map 10, Rescue Station. Then Zoo Map Pack 2 added five more: Caves, Artificial Intelligence, Drawing Board, Lagoon, and Tournament 1 printed on the back of all four boards. Seventeen designs across three products, and not one of them is Australia.

I searched the complete official rulebook text, and the words Oceania, Australia, Tasmania, and Antarctika do not appear in it at all.

So where did the Australian board come from? Almost certainly from the fan community, and that is a real and lively thing. There is a well known BoardGameGeek thread collecting dozens of fan made Ark Nova maps, one user reporting they had gathered no fewer than 58 of them over two years. Those prints are free, they are genuinely well made, and Capstone does not make, license, or support any of them. If you have a printed Australian map and you want to play on it, go ahead, that is a fine evening. Just do not buy a Marine Worlds box expecting one to be inside, because the box contains aquariums and no board at all.

What actually changes between games is worth knowing, because it is more interesting than terrain would have been. It is the zoo map, which decides your starting layout, your placement bonuses, and a special ability unique to each advanced map. It is the starting position of your five action cards, which the rulebook tells you to arrange with the Animals card in slot 1 and the rest shuffled into the other four. And with Marine Worlds, it is your choice of alternate action cards, since the expansion gives you four upgraded versions of the original five and you swap in two of them at setup. That is the real variation layer, and our Terra Mystica guide covers another game that lives in the same weight class if you want the comparison.

At a Glance
Best for: Two adults who like heavy euros and have two free hours Complexity: High. Three and a half to four out of five, and the teach is the hard part Interaction: Low. Almost no direct interference, and that is deliberate Playtime: 90 to 150 minutes on the box, longer on a first game Age: 14+
Review score: β˜…β˜…β˜…β˜…β˜†
βœ“ The rotating action card system is one of the finest engine builders ever printed, and every turn is a real decision βœ— Very little player interaction, and a first game can run past four hours ⚠ Skip this if: You are buying it for children, or your group gives up on a rules teach

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Ark Nova at a Glance

AspectDetails
DesignerMathias Wigge
IllustratorsLoic Billiau and Dennis Lohausen
PublishersFeuerland Spiele in German from 2021, Capstone Games in English from 2022
Players1 to 4, and 2 is the best number by a wide margin
Age14 and up
Play time90 to 150 minutes printed on the box
Weight3.79 to 3.8 out of 5
Zoo cards212 in total: 128 Animal, 64 Sponsor, 20 Conservation Project
Other cards12 Base Conservation Project, 11 Final Scoring, 20 double sided Action cards, 5 per set
Boards1 main board, 1 Association board, 8 player mats
Enclosures90 standard in sizes 1 to 5, plus 12 special: 4 Petting Zoo, 4 Reptile House, 4 Large Bird Aviary
Other buildings34 Kiosk and Pavilion tiles, 15 unique buildings
Tokens70 money, 20 X tokens, 8 Multiplier, 8 Venom, 8 Constriction, 9 Bonus tiles, 1 Break token
Association tiles20 partner zoos, 12 universities
Win conditionHighest Victory Points, and Victory Points can be negative
Awards2021 Golden Geek Heavy Game of the Year, 2022 Deutscher Spiele Preis, 2022 Kennerspiel des Jahres recommendation
SourcesOfficial Capstone Games rulebook, Capstone product pages, the official Zoo Map Pack 1 rules PDF, ICv2, Wikipedia

Two players is not a compromise in this game, it is the tuned case. The rulebook prints a special two player setup that blocks levels on the Base Conservation Projects and blocks three spaces in the donation area, so both players get a slightly tightened board. Our Two Player Board Games guide covers where Ark Nova sits against lighter duels.

How Do You Set Up Ark Nova?

Setting up Ark Nova takes about 20 minutes. You place the main board, put the Break token on the space for your player count, deal 6 cards face down into the display, fill 4 of the 6 Bonus tile spaces, give each player a player mat, an Association board, and 5 action cards, then each player draws 2 Final Scoring cards and 8 zoo cards, keeps 4 and discards 4.

The setup is longer than most because the board carries four separate systems and all of them need attention before the first turn. Here is the real sequence from the rulebook.

  1. Place the main board in the centre. Put the Break token on the start space that matches your player count. Deal 6 cards from a shuffled zoo deck face down onto the marked display spaces on the board. Place the two organizers beside it, one for enclosures and one for the loose tiles and tokens.
  2. Place the Bonus tiles. Shuffle all 9, put one face up on each of the 4 blank yellow Bonus spaces, and return the other 5 to the box. The two yellow spaces printed with icons are not used.
  3. Each player takes a player mat. For a first game, take Map A, which the rulebook recommends precisely because it is generous with starting bonuses. Advanced players take Maps 1 to 8 instead, either drawing at random and choosing, or laying out one more map than players and choosing in reverse play order.
  4. Each player takes one set of 5 action cards, being Build, Cards, Animals, Association, and Sponsors. Put the Animals card into slot 1 and the other four into the remaining slots at random.
  5. Place the Association board beside the main board with room for a row of cards above and a row below. Shuffle the 12 Base Conservation Project cards and place them face down below it. Turn the top 3 face up in a 3 or 4 player game, or the top 4 in a 2 player game.
  6. Fill the Association board with one partner zoo of each continent and one university of each kind. Shuffle the Final Scoring cards into a face down deck beside it. At 2 players, take 6 tokens of an unused colour to block the left level of the left base project, the middle level of the middle, the right level of the right, plus the three spaces in the left column of the donation area.
  7. Choose a start player and play clockwise. Each player then draws 2 Final Scoring cards and keeps them face down, and draws 8 zoo cards, keeping 4 and discarding 4 face up. The rulebook recommends 1 or 2 Sponsor cards and 2 or 3 Animal cards, and specifically warns against cards with conditions you cannot meet early.
  8. Place your counters. Appeal, Conservation, and Reputation all start on the first space of their tracks. Appeal start positions are staggered by turn order, so the start player begins on space 0, the second on space 1, the third on space 2, and the fourth on space 3.
  9. Take 7 player tokens from your colour and put them on the designated spaces down the left edge of your mat. Keep the rest nearby. Put 1 association worker on the notepad as your active worker and lay the other 3 below it. Take 25 money onto the notepad.
  10. Reveal the 6 display cards once everyone has chosen their hand.

The Five Action Cards, And Why They Are The Game

Ark Nova has five action cards, not three. Build, Cards, Animals, Association, and Sponsors each sit in a numbered slot from 1 to 5, and after you use one it returns to slot 1 while every card to its left shifts right, so the longer you go without using a card the stronger it gets.

This is the mechanic the whole game is built on, and it is the thing no summary of this game gets right. Your five action cards sit in a row along the bottom of your zoo map under five slots numbered 1 to 5. The slot a card is sitting in is its strength. Every action card does more the further right it is, and the number above the slot is the number that matters.

Then you rotate the whole row. Take the card you used out of its slot, slide every card that was to its left one space to the right, and drop the used card into the newly empty slot 1. It is now the weakest thing you own, and everything else got stronger because of the thing you just did. That is the engine. Every decision in Ark Nova is really a decision about which weakness you are willing to have next.

X tokens bend the rotation. You may spend any number of them, one per point of extra strength, and you can never hold more than 5. You set the strength before you resolve the action, so a bonus that gives you an X token mid action cannot boost that same action.

Upgrades are the long game. There are exactly four ways to flip an action card from side I to side II: reaching the right space on the Conservation track, reaching 10 on the Reputation track, gaining your second partner zoo, and gaining your second partner university. One of those four offers a choice rather than a fixed upgrade, which means you cannot upgrade all five of your cards in a game. Choosing which card stays on side I forever is a real decision, and it is one most players avoid making on purpose and regret anyway.

What Each Action Actually Does

ActionBase effect, side IUpgraded effect, side II
BuildBuild exactly one building of size 3 or less. Pay 2 money per space. Kiosk, pavilion, standard enclosure, and Petting ZooBuild as many different buildings as you like with a total size of 4. Adds the Reptile House and the Large Bird Aviary, and lets you build on the locked spaces
CardsDraw from the deck, up to 3 cards, with a discardDraw from the deck or from within your reputation range, and snap at strength 3 instead of 5
AnimalsPlay up to the indicated number of Animal cards from your handPlay animals directly from the display, plus 1 reputation at strength 5, plus cards with the hard condition icon
AssociationPerform exactly one association taskPerform several different tasks whose total value does not exceed your strength, plus one donation
SponsorsPlay exactly one Sponsor card, or advance the Break token and take moneyPlay one or more Sponsor cards, with your strength plus 1 covering the sum of their levels
X token fallbackTake exactly 1 X token using any card at any strength. This is not one of the five, it is the alternative when you cannot or will not actSame

The X token fallback is genuinely useful and almost nobody uses it early. If you are stuck with a card in slot 1 and nothing worth doing, taking the token is better than wasting a card rotation on a weak action.

The Five Association Tasks

The Association action is the engine room of the game and the old version of this page never mentioned it. You send workers onto the Association board, and the task you pick has a value your action strength must meet.

  1. Reputation, value 2. Advance 2 on the Reputation track and take any bonus there. This is what unlocks the display.
  2. Partner zoo, value 3. Take a partner zoo and place it on your mat. Each one cuts the cost of every Animal card from its continent by 3 money per continent icon, and provides one continent icon. Maximum 4 partner zoos, and you need the upgraded Association card to take a third or fourth.
  3. Partner university, value 4. Take a university. Universities give bonuses, icons, and reputation, and one specific university is the only way to raise your hand limit to 5.
  4. Conservation project work, value 5. Support a project already in play, or play a new Conservation Project card and support it immediately.
  5. Donation, available with the upgraded card. Pay the smallest visible amount in the donation area, which starts at 5, and gain exactly 1 conservation point. Each subsequent donation costs more, and the last one costs 12.

Conservation Projects And Species

Conservation is not a side scoring system. It is half of your score, and the projects are the engine that feeds it.

Every project is one of two types, and the difference matters. Most require you to collect a number of a specific icon in your zoo, counted across the top edges of your Animal and Sponsor cards plus your partner zoos and universities. The other type is Release into the Wild, where you discard a matching Animal card from your zoo, move your Appeal counter backwards by that animal’s appeal value, and free up the enclosures it was using, in exchange for a large block of conservation points. Release into the Wild is the most swingy thing in the deck and the most likely to end your game early if you take one at the wrong moment.

The 12 Base Conservation Projects are face up from the start, so your opening hand should be chosen with them in mind. The rulebook says so explicitly, and it is the single best piece of first game advice in the book. If you want the farming side of this rather than the animal photography, our Agricola review is the other great worker placement game on our shelf and it is a third of the weight.

Species are grouped into 7 animal categories: Bird, Herbivore, Predator, Primate, Reptile, Bear, and Petting Zoo animal. Bears and Petting Zoo animals are special cases printed on white, and Petting Zoo animals can only live in the Petting Zoo itself, never in a standard enclosure. The other five continents are covered by partner zoos, and the Australian animals in the game, including the saltwater crocodile, the platypus, the kangaroo, the koala, the wombat, and the cassowary, are simply the Oceania continent roster.

The Conservation track has three spaces that give a one time effect. At 2 conservation points, upgrade an action card or activate an extra association worker, your choice. At 5 or 8 points, take 5 money or one of the two Bonus tokens, and the 5 money option survives even after both Bonus tokens are gone. At 10 points, every player discards one Final Scoring card.

Appeal, Income, And The Break

The break is Ark Nova pause button, and it is where the money comes from. When the Break token reaches the end of its track, everyone discards down to their hand limit, recalls their workers, replenishes the display, and takes income from their Appeal position, their kiosks, and their activated bonuses.

There are no rounds in this game. The rulebook says it in the first line of the Gameplay section: the game does not play in formal rounds, players simply take turns until the end is triggered. What interrupts play is the Break, and it happens when the Break token reaches the last space of the Break track. You advance that token by spending Sponsors actions, and the Cards action advances it 2 every time you use it.

The break is six steps, and it is the part a new player most needs to have explained before turn one.

  1. Hand limit. Discard down to 3 cards, or 5 with the right university.
  2. Tokens off action cards. Multiplier, Venom, and Constriction tokens return to the supply and stop having any effect.
  3. Association board. All workers come back to your mat as active again, and the supply of partner zoos and universities is replenished to exactly one of each.
  4. Replenish the display. Discard the bottom two folders, slide the rest down, and fill from the deck.
  5. Income, from three separate sources. Take the money printed next to your Appeal counter, which is 11 money at space 7. Then take 1 money for every unique building, special enclosure, occupied standard enclosure, and pavilion adjacent to each kiosk, and note that an empty standard enclosure pays nothing while an empty special enclosure does. Then take everything from the recurring income bonuses you have already activated with your conservation tokens.
  6. Reset the Break track to your player count start space.

Appeal is your income track, and it is also your score. That double duty is why Appeal feels so good to push and why pushing it too hard ends the game. Kiosks are the quiet income engine, and our Power Grid guide covers another game where a shared network rather than your own track is what pays you.

How The Game Ends And How You Score

The game ends when your Appeal and Conservation counters land in the same scoring area or pass one another. Everyone else then takes one final turn. You then score your Appeal minus the lowest Appeal value in the scoring area holding your Conservation counter, so a good game can end with most players on a negative number.

The end trigger is the only win condition, and it is worth understanding properly because it is counter intuitive. When the two counters meet, the player who triggered it does not get a last turn. Everyone else does. So crossing the line early hands your opponents a free swing, and the smart play is often to stop one space short and let somebody else end it.

Final scoring is four steps.

  1. Score your Final Scoring cards and any card with an end of game effect.
  2. Find the scoring area your Conservation counter is sitting in.
  3. The lowest Appeal value in that area is your Target Number. Subtract it from your Appeal.
  4. Highest positive total wins. On a tie, the player who supported more conservation projects wins, and if that is also tied, they share the win.

Negative scores are normal and they do not mean you played badly. Erik Twice worked the arithmetic out more clearly than anyone: one conservation point is worth roughly three appeal, you start effectively at minus 114, and you climb back toward zero as the markers meet. Almost every non winning player finishes in the negatives. A minus 4 and a plus 110 are the same score, and the whole thing is a race to roughly 124 points as fast as possible.

That reframing is the best strategy advice on this game and no reviewer in the top ten mentions it. It also means conservation is not automatically better than appeal. Past the opening stretch they are close in value, and the track bonuses on Conservation are what make it worth chasing.

Solo Play Is A Full Set Of Rules, Not An Afterthought

Ark Nova ships with a printed solo mode and it is genuinely good, which is unusual for a game this heavy. You set up like a 3 player game, lay out 3 base conservation projects, and skip the Break token entirely, replacing it with a solo tile holding 7 player tokens in a left column and a break icon underneath.

Every time you end a turn, move the top token one space right. When the last token leaves the left column you take a break, then reset with one fewer token in play. The game ends after 6 rounds, when 2 tokens remain and you move the bottom one. You begin with appeal, and the rulebook recommends 20 for a beginner, 10 if you are getting comfortable, and 0 as a genuine challenge. You win if you finish at zero or better. There is also a three game challenge where you do not reshuffle the deck between games and total your three scores, which is the sort of thing that turns a solo rulebook into an addiction. Our solo board games guide covers the wider shelf if that is the direction you are heading.

Our House Strategy, Not Official Rules

Everything above is the rulebook. This part is mine, and I have lost games both ways while working it out.

Take the base conservation projects seriously from turn one. Read them during setup and build your opening hand around them. The 2 and 5 point tiers are much easier to hit than the top tier, and the rulebook itself hints at this when it says supporting a lower level can be worthwhile purely to activate track bonuses and income earlier.

Do not over value X tokens early. They are worth saving for a big action where the strength threshold matters, not for nudging a Build from 3 to 4. The rotation is free, and a card in slot 1 will be slot 3 in three turns anyway.

Count the Break. Every Cards action moves the Break token 2 spaces whether you want it to or not, so your income is roughly fixed by round and your job is to make sure your kiosks and your activated bonuses are worth more than the appeal position alone by the time it lands. Emma asks every break, and she is right to.

Decide your upgrade path early and then commit. Because one of the four upgrade routes is a choice, you will end the game with at least one action card permanently on side I. Working out which one in the first two rounds is worth more than any amount of late game fiddling.

Watch the end trigger. If you are ahead, you do not want to be the one who crosses the line, because they get the free turn and you do not. Stopping one space short is a real tactic and it feels wrong the first time you try it.

  • Similarities: Both are engine builders where a small set of action types gets better the less you use it, and both are won by racing a shared scoring reference rather than by filling a board.
  • Differences: Ark Nova has a Break and income and a Conservation track pushing against Appeal, and almost no direct interaction. Terraforming Mars is a shared planetary track you can block each other on.
  • Why this game fans will enjoy it: If you love the moment an engine clicks and want a game where the opponent cannot steal your space, this is that feeling with a heavier teach and a much better looking table.
Our Family's Take

Emma, 10, sat through a full game at the table reading Final Scoring cards aloud to me and working out who should cross the line first, and she got it immediately, which is not something I can say for the rules. Alex, 7, lasted about four turns, then asked whether the crocodiles could be in the water enclosures, which they can, so he left happy. That is the honest shape of this game with kids. It is a Saturday morning game with the two of them watching and asking questions, not a Tuesday night game.

What To Buy, And What It Does

What you wantWhat to buyWhy
The game itselfArk NovaThe complete experience. 212 zoo cards, 8 zoo maps, solo rules, 2 to 4 players. Nothing else is required and nothing else is included
More boards and more layout problemsArk Nova Zoo Map Pack 2Five new layouts: Caves, Artificial Intelligence, Drawing Board, Lagoon, and the Tournament 1 map on all four boards. Each has its own special ability, and this is the pack that actually changes how the game plays
The cheapest board varietyArk Nova Zoo Map Pack 1Two double sided maps, Geographical Zoo and Rescue Station. Half the price of Pack 2 and the most interesting of the two, because Geographical Zoo is colour coded to all five continents and pays out when you build in the matching area
Aquariums and upgraded componentsArk Nova Marine WorldsA new enclosure type, aquatic animals, a new University, four alternate action cards you can swap in at setup, new cards, and wooden track markers and animals. It needs 2 to 4 players, so it rules out solo
Something your 10 year old can actually playParksThe same build a place and admire it fantasy at about a third of the weight. This is the game we hand Emma, and our games that do not look babyish to a tween guide has the rest of that shelf

Buy the base game and stop there unless your group has played it several times. The single best value add on the whole line is Zoo Map Pack 1, because Geographical Zoo is a genuinely different puzzle rather than a reskin, and it costs a third of what Pack 2 does.

Marine Worlds is the one to be careful with. It is the most expensive expansion, it removes solo play by requiring 2 to 4 players, and the aquarium content is the least attractive part of the game visually, because it is a whole new tile type in a game that already has 102 enclosures. Our Gaia Project guide covers another game in the same upper tier of weight if the appeal is the ecosystem rather than the animals.

Ark Nova FAQs

How many players does Ark Nova need? One to four players, and two is the best number by a wide margin. The rulebook prints a special two player setup that blocks certain levels on the base conservation projects and three donation spaces, so a duel is a tuned case rather than a compromise. Solo is a full set of printed rules, not an afterthought.

How long does a game of Ark Nova last? The box says 90 to 150 minutes. First games run longer, and players regularly report four to five hours while learning, so budget the extra time the first time.

How old do you have to be to play Ark Nova? Fourteen and up. That is the figure printed on the box and listed by every retailer. A sharp 12 year old can play with an adult, but the card text and the icon reading are doing a lot of work in this game, so the rating is honest.

How many action types are there in Ark Nova? Five, not three. Build, Cards, Animals, Association, and Sponsors, each sitting in a slot numbered 1 to 5, plus an X token fallback you can use when you cannot or will not act. After you use a card it returns to slot 1 and everything to its left shifts right, which is the core of the game.

Does Ark Nova have rounds? No. The rulebook states plainly that the game does not play in formal rounds, and that players simply take turns until the end is triggered. The only structural pause is the Break, which happens when the Break token reaches the end of its track and runs through six steps for hand limit, tokens, workers, display, income, and resetting the track.

How do you win Ark Nova? By finishing with the highest positive Victory Points. The game ends when your Appeal and Conservation counters land in the same scoring area or pass one another, and everyone except the player who triggered it takes one final turn. You then subtract the lowest Appeal value in the scoring area holding your Conservation counter from your Appeal.

Can you get a negative score in Ark Nova? Yes, and most non winning players do. Because one conservation point is worth roughly three appeal, you start the race effectively at minus 114 and climb back toward zero as the markers meet, so a score of minus 4 and a score of plus 110 mean the same thing. A negative number does not mean you played badly.

How many ways can you upgrade an action card? Four: the Conservation track, the Reputation track, your second partner zoo, and your second partner university. One of those four gives you a choice rather than a fixed upgrade, which means you cannot upgrade all five of your action cards in a single game.

Is there an Australia or Outback map in Ark Nova? No. The base game ships Maps A, 0, and 1 to 8, Zoo Map Pack 1 added Geographical Zoo and Rescue Station, and Zoo Map Pack 2 added Caves, Artificial Intelligence, Drawing Board, Lagoon, and Tournament 1. Australian animal cards exist, because Australia is one of the five continents in the game, but no Australian board has ever been published.

Do I need Marine Worlds to play Ark Nova? No, and it does not contain a board. The base game is complete on its own. Marine Worlds adds aquariums and aquatic animals, a new University, four alternate action cards to swap in at setup, new cards, and wooden components, and it requires 2 to 4 players so it cannot be used in solo play.

The Verdict On Ark Nova

Verdict
Review score: β˜…β˜…β˜…β˜…β˜†
Best for: Two adults who like heavy euros and have two free hours.

Ark Nova is a genuinely great game that almost nobody should buy on impulse, and those two facts are not in tension. The rotating action card row is one of the most elegant engine building systems ever printed, the card art is the best in the genre, and the conservation theme is treated with more seriousness than most games manage. Every one of the 255 cards does something. If you have already played a heavy euro and want the next one up rather than the next one sideways, our Brass Birmingham guide is the harder version of the same idea.

What it is not is a family game, and the box is honest about that at 14 and up. The teach is long, the table footprint is enormous, and almost nothing you do affects another player directly, so if your group likes a fight over a contested hex this is the wrong shelf entirely. Our 7th Continent guide is the same map scale and a much gentler clock, and if the ecosystem theme is the pull rather than the engine, Parks gets you most of the way there in a third of the time.

If you are the person who will be the one explaining the rules, buy it. Teach it once properly, play two players, start on Map A, and read the base conservation projects out loud during setup. Then give it a year before you buy anything else for it.

For the long game, our Terraforming Mars strategy guide is the other heavyweight euro on our shelf and a much better fit if your group enjoys blocking each other. And if the thing standing between you and this game is a partner who thinks heavy euros are boring, our board games for adults guide starts from the assumption that they are not.

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